// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "stdpch.h" #include "group_in_scene.h" #include "interface_manager.h" #include "view_renderer.h" #include "nel/misc/xml_auto_ptr.h" using namespace std; using namespace NLMISC; extern CMatrix MainSceneViewMatrix; extern CMatrix InvMainSceneViewMatrix; // *************************************************************************** const float CGroupInScene::NearDrawClip= 1.f; // *************************************************************************** NLMISC_REGISTER_OBJECT(CViewBase, CGroupInScene, std::string, "in_scene"); REGISTER_UI_CLASS(CGroupInScene) CGroupInScene::CGroupInScene(const TCtorParam ¶m) : CInterfaceGroup(param) { // Group in scene must update each frame _NeedFrameUpdatePos= true; _OffsetX = 0; _OffsetY = 0; Scale= 1; _UserScale= false; _ZBias= 0.f; Position= CVector::Null; _ProjCenter= CVector::Null; _DepthForZSort= 0.f; } // *************************************************************************** CGroupInScene::~CGroupInScene() { } // *************************************************************************** void CGroupInScene::computeWindowPos(sint32 &newX, sint32 &newY, CVector &newProjCenter) { // don't change X/Y by default newX= _X; newY= _Y; newProjCenter.x= float(_X) - _OffsetX; newProjCenter.y= float(_Y) - _OffsetY; if(getActive()) { CViewRenderer &pVR = CInterfaceManager::getInstance()->getViewRenderer(); nlassert(isValidDouble(Position.x) && isValidDouble(Position.y) && isValidDouble(Position.z)); CVector tmp = MainSceneViewMatrix * Position; if (tmp.y>=0.001) { tmp = pVR.getFrustum().projectZ (tmp); // Get the width and height tmp.x *= (float)CInterfaceManager::getInstance()->getViewRenderer().getDriver()->getWindowWidth(); tmp.y *= (float)CInterfaceManager::getInstance()->getViewRenderer().getDriver()->getWindowHeight(); // position without offset, in float newProjCenter.x= tmp.x; newProjCenter.y= tmp.y; // Set the current Z newProjCenter.z = -tmp.z; _DepthForZSort= newProjCenter.z; // Add ZBias (only if won't be clipped) if(newProjCenter.z > NearDrawClip) { newProjCenter.z+= getZBias(); const float zthreshold= 0.01f; newProjCenter.z= max(newProjCenter.z, pVR.getFrustum().Near+zthreshold); newProjCenter.z= max(newProjCenter.z, NearDrawClip + zthreshold); } // Set the position newX = (sint)floor (tmp.x+0.5f) + _OffsetX; newY = (sint)floor (tmp.y+0.5f) + _OffsetY; } else { _DepthForZSort= newProjCenter.z = tmp.y; } } else { _DepthForZSort= newProjCenter.z = -1.f; } nlassert (isValidDouble (newProjCenter.z)); } // *************************************************************************** void CGroupInScene::updateCoords() { // Get the x and the y computeWindowPos(_X, _Y, _ProjCenter); CInterfaceGroup::updateCoords(); } // *************************************************************************** void CGroupInScene::onFrameUpdateWindowPos (sint dx, sint dy) { // I am the root group, so I decide of the new window position. sint32 newX, newY; computeWindowPos(newX, newY, _ProjCenter); dx= newX - _X; dy= newY - _Y; // Change the X and Y only here _X= newX; _Y= newY; // CInterfaceGroup::onFrameUpdateWindowPos will apply the delta on XReal / YReal CInterfaceGroup::onFrameUpdateWindowPos(dx, dy); } // *************************************************************************** void CGroupInScene::draw() { H_AUTO( RZ_Interface_CGroupInScene_draw ) if (_ProjCenter.z > NearDrawClip) { CViewRenderer &pVR = CInterfaceManager::getInstance()->getViewRenderer(); // Set the current Z, and projCenter / scale if(_UserScale) pVR.setInterfaceDepth (_ProjCenter, Scale); else pVR.setInterfaceDepth (_ProjCenter, 1); CInterfaceGroup::draw(); } } // *************************************************************************** bool CGroupInScene::parse (xmlNodePtr cur, CInterfaceGroup *parent) { if (!CInterfaceGroup::parse (cur, parent)) return false; CXMLAutoPtr ptr; _OffsetX = 0; ptr = xmlGetProp (cur, (xmlChar*)"in_scene_offset_x"); if (ptr) fromString((const char*)ptr, _OffsetX); _OffsetY = 0; ptr = xmlGetProp (cur, (xmlChar*)"in_scene_offset_y"); if (ptr) fromString((const char*)ptr, _OffsetY); _UserScale= false; ptr = xmlGetProp (cur, (xmlChar*)"user_scale"); if (ptr) _UserScale= convertBool(ptr); return true; } // *************************************************************************** void CGroupInScene::setUserScale(bool swd) { _UserScale= swd; } // *************************************************************************** void CGroupInScene::serial(NLMISC::IStream &f) { CInterfaceGroup::serial(f); f.serial(_OffsetX); f.serial(_OffsetY); f.serial(_UserScale); }